misc_cmd.c
author KUDr
Sun, 31 Dec 2006 23:48:04 +0000
branchcustombridgeheads
changeset 5618 a7db50b9f817
parent 4850 b4e9be22945f
child 5543 4d8dfa498905
child 5642 bfa6074e2833
permissions -rw-r--r--
(svn r7710) [cbh] - Fix: [YAPF] one more assert fixed. Call from the TrainController() added by (r7705) has broken YAPF because it was called when vehicle was already on the next tile (with cbh choice). Before it was always called before the train entered tile with choice.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "string.h"
#include "table/strings.h"
#include "command.h"
#include "player.h"
#include "gfx.h"
#include "window.h"
#include "gui.h"
#include "economy.h"
#include "network.h"
#include "variables.h"
#include "livery.h"

/** Change the player's face.
 * @param tile unused
 * @param p1 unused
 * @param p2 face bitmasked
 */
int32 CmdSetPlayerFace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (flags & DC_EXEC) {
		GetPlayer(_current_player)->face = p2;
		MarkWholeScreenDirty();
	}
	return 0;
}

/** Change the player's company-colour
 * @param tile unused
 * @param p1 bitstuffed:
 * p1 bits 0-7 scheme to set
 * p1 bits 8-9 set in use state or first/second colour
 * @param p2 new colour for vehicles, property, etc.
 */
int32 CmdSetPlayerColor(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p, *pp;
	byte colour;
	LiveryScheme scheme = GB(p1, 0, 8);
	byte state = GB(p1, 8, 2);

	if (p2 >= 16) return CMD_ERROR; // max 16 colours
	colour = p2;

	if (scheme >= LS_END || state >= 3) return CMD_ERROR;

	p = GetPlayer(_current_player);

	/* Ensure no two companies have the same primary colour */
	if (scheme == LS_DEFAULT && state == 0) {
		FOR_ALL_PLAYERS(pp) {
			if (pp->is_active && pp != p && pp->player_color == colour) return CMD_ERROR;
		}
	}

	if (flags & DC_EXEC) {
		switch (state) {
			case 0:
				p->livery[scheme].colour1 = colour;

				/* If setting the first colour of the default scheme, adjust the
				 * original and cached player colours too. */
				if (scheme == LS_DEFAULT) {
					_player_colors[_current_player] = colour;
					p->player_color = colour;
				}
				break;

			case 1:
				p->livery[scheme].colour2 = colour;
				break;

			case 2:
				p->livery[scheme].in_use = colour != 0;

				/* Now handle setting the default scheme's in_use flag.
				 * This is different to the other schemes, as it signifies if any
				 * scheme is active at all. If this flag is not set, then no
				 * processing of vehicle types occurs at all, and only the default
				 * colours will be used. */

				/* If enabling a scheme, set the default scheme to be in use too */
				if (colour != 0) {
					p->livery[LS_DEFAULT].in_use = true;
					break;
				}

				/* Else loop through all schemes to see if any are left enabled.
				 * If not, disable the default scheme too. */
				p->livery[LS_DEFAULT].in_use = false;
				for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
					if (p->livery[scheme].in_use) {
						p->livery[LS_DEFAULT].in_use = true;
						break;
					}
				}
				break;

			default:
				break;
		}
		MarkWholeScreenDirty();
	}
	return 0;
}

/** Increase the loan of your company.
 * @param tile unused
 * @param p1 unused
 * @param p2 when set, loans the maximum amount in one go (press CTRL)
 */
int32 CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p;

	p = GetPlayer(_current_player);

	if (p->current_loan >= _economy.max_loan) {
		SetDParam(0, _economy.max_loan);
		return_cmd_error(STR_702B_MAXIMUM_PERMITTED_LOAN);
	}

	if (flags & DC_EXEC) {
		/* Loan the maximum amount or not? */
		int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000;

		p->money64 += loan;
		p->current_loan += loan;
		UpdatePlayerMoney32(p);
		InvalidatePlayerWindows(p);
	}

	return 0;
}

/** Decrease the loan of your company.
 * @param tile unused
 * @param p1 unused
 * @param p2 when set, pays back the maximum loan permitting money (press CTRL)
 */
int32 CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Player *p;
	int32 loan;

	p = GetPlayer(_current_player);

	if (p->current_loan == 0) return_cmd_error(STR_702D_LOAN_ALREADY_REPAYED);

	loan = p->current_loan;

	/* p2 is true while CTRL is pressed (repay all possible loan, or max money you have)
	 * Repay any loan in chunks of 10.000 pounds */
	if (p2) {
		loan = min(loan, p->player_money);
		loan = max(loan, 10000);
		loan -= loan % 10000;
	} else {
		loan = min(loan, (IsHumanPlayer(_current_player) || _patches.ainew_active) ? 10000 : 50000);
	}

	if (p->player_money < loan) {
		SetDParam(0, loan);
		return_cmd_error(STR_702E_REQUIRED);
	}

	if (flags & DC_EXEC) {
		p->money64 -= loan;
		p->current_loan -= loan;
		UpdatePlayerMoney32(p);
		InvalidatePlayerWindows(p);
	}
	return 0;
}

/** Change the name of the company.
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangeCompanyName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	StringID str;
	Player *p;

	if (_cmd_text[0] == '\0') return CMD_ERROR;

	str = AllocateNameUnique(_cmd_text, 4);
	if (str == 0) return CMD_ERROR;

	if (flags & DC_EXEC) {
		p = GetPlayer(_current_player);
		DeleteName(p->name_1);
		p->name_1 = str;
		MarkWholeScreenDirty();
	} else {
		DeleteName(str);
	}

	return 0;
}

/** Change the name of the president.
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdChangePresidentName(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	StringID str;
	Player *p;

	if (_cmd_text[0] == '\0') return CMD_ERROR;

	str = AllocateNameUnique(_cmd_text, 4);
	if (str == 0) return CMD_ERROR;

	if (flags & DC_EXEC) {
		p = GetPlayer(_current_player);
		DeleteName(p->president_name_1);
		p->president_name_1 = str;

		if (p->name_1 == STR_SV_UNNAMED) {
			char buf[80];

			snprintf(buf, lengthof(buf), "%s Transport", _cmd_text);
			_cmd_text = buf;
			DoCommand(0, 0, 0, DC_EXEC, CMD_CHANGE_COMPANY_NAME);
		}
		MarkWholeScreenDirty();
	} else {
		DeleteName(str);
	}

	return 0;
}

/** Pause/Unpause the game (server-only).
 * Increase or decrease the pause counter. If the counter is zero,
 * the game is unpaused. A counter is used instead of a boolean value
 * to have more control over the game when saving/loading, etc.
 * @param tile unused
 * @param p1 0 = decrease pause counter; 1 = increase pause counter
 * @param p2 unused
 */
int32 CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (flags & DC_EXEC) {
		_pause += (p1 == 1) ? 1 : -1;
		if (_pause == (byte)-1) _pause = 0;
		InvalidateWindow(WC_STATUS_BAR, 0);
		InvalidateWindow(WC_MAIN_TOOLBAR, 0);
	}
	return 0;
}

/** Change the financial flow of your company.
 * This is normally only enabled in offline mode, but if there is a debug
 * build, you can cheat (to test).
 * @param tile unused
 * @param p1 the amount of money to receive (if negative), or spend (if positive)
 * @param p2 unused
 */
int32 CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
#ifndef _DEBUG
	if (_networking) return CMD_ERROR;
#endif
	SET_EXPENSES_TYPE(EXPENSES_OTHER);
	return (int32)p1;
}

/** Transfer funds (money) from one player to another.
 * To prevent abuse in multiplayer games you can only send money to other
 * players if you have paid off your loan (either explicitely, or implicitely
 * given the fact that you have more money than loan).
 * @param tile unused
 * @param p1 the amount of money to transfer; max 20.000.000
 * @param p2 the player to transfer the money to
 */
int32 CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	const Player *p = GetPlayer(_current_player);
	int32 amount = min((int32)p1, 20000000);

	SET_EXPENSES_TYPE(EXPENSES_OTHER);

	/* You can only transfer funds that is in excess of your loan */
	if (p->money64 - p->current_loan < amount || amount <= 0) return CMD_ERROR;
	if (!_networking || !IsValidPlayer((PlayerID)p2)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		/* Add money to player */
		PlayerID old_cp = _current_player;
		_current_player = p2;
		SubtractMoneyFromPlayer(-amount);
		_current_player = old_cp;
	}

	/* Subtract money from local-player */
	return amount;
}

/** Change difficulty level/settings (server-only).
 * We cannot really check for valid values of p2 (too much work mostly); stored
 * in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows
 * what to do and does this correctly
 * @param tile unused
 * @param p1 the difficulty setting being changed. If it is -1, the difficulty level
 *           itself is changed. The new value is inside p2
 * @param p2 new value for a difficulty setting or difficulty level
 */
int32 CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		if (p1 != (uint32)-1L) {
			((int*)&_opt_ptr->diff)[p1] = p2;
			_opt_ptr->diff_level = 3; // custom difficulty level
		} else {
			_opt_ptr->diff_level = p2;
		}

		/* If we are a network-client, update the difficult setting (if it is open).
		 * Use this instead of just dirtying the window because we need to load in
		 * the new difficulty settings */
		if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
			ShowGameDifficulty();
	}
	return 0;
}